#version 330 core

layout(location = 0) in vec3 aPos;
layout(location = 1) in vec2 aTexCoord;

out vec3 ourColor;
out vec2 TexCoord;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
    // 注意乘法要从右向左读
    gl_Position = projection * view * model * vec4(aPos, 1.0f);
    TexCoord = vec2(aTexCoord.x, 1.0 - aTexCoord.y);
}

